Patch 4.3 - Raid - Dragon Soul Strategy

Originally Posted by MMO-Champion

Dragon Soul
Forged by Deathwing during the War of the Ancients, the Dragon Soul harnessed the combined power of the dragonflights until it was ultimately destroyed. Through the Caverns of Time, Thrall and the remaining dragonflights were able to recover the powerful artifact before its destruction. Now they have rallied at Wyrmrest Temple in a desperate attempt to use the might of the Dragon Soul against Deathwing himself.

Morchok
The most powerful elemental still under Deathwing's sway, Morchok-once a passive guardian-is now convinced that his only respite will come with Azeroth's demise. Morchok rages against the foundation of Wyrmrest Temple, Azeroth's last beacon of hope in the Hour of Twilight.

Stomp - Morchok performs a massive stomp, splitting 500000 damage between all enemies within 20 yards. The two closest targets take a double share of the damage.

Twilight Orb - Morchok conjures an explosive crystal, which explodes after 12 sec. The explosion splits the damage between the five closest enemies. The total damage increases the further the enemy is from the crystal. Designer Note: 150000 damage base.

The Earth Consumes You! - Morchok channels an intense spell, causing fragments to erupt to the surface and draw the Black Blood of the Earth to the surface. For 5 sec, he deals 5000 damage to all visible enemies within 4 yards.

Black Blood of the Earth - Morchok channels the blood of the earth and inflicts 5000 Nature damage to nearby enemies, increasing Nature damage taken by 10% every sec. Stacks up to 20 times.

Fury - Morchok enrages, decreasing the time between his attacks by 50% and increases his damage by 20% for 0.001 sec.

Warlord Zon'ozz
Countless ages ago, Warlord Zon'ozz and his soldiers waged endless war against the forces of C'Thun and Yogg-Saron. Millennia have passed, but the warlord still serves the chaotic might of the Old God N'Zoth. Deathwing has now unleashed this legendary faceless one to crush the defenders of Wyrmrest Temple.

Void of the Unmaking - Warlord Zon'ozz summons a void of shadows. This void will travel forward until it encounters a soul to absorb. The void then diffuses, causing 200000 Shadow damage split evenly between nearby units. The force of this diffusion causes the void to richocet in the opposite direction, and the souls it absorbed increases the damage it deals by % per diffusion.

A Necessary Distraction! - If the Void of the Unmaking collides with the Warlord Zon'ozz, it will cause a distracting shock to him, increasing the damage he takes by 5% for every stack of Void Diffusion that the void had on impact. This collision enrages Warlord Zon'ozz, causing him to awaken the Mouth of Iso'rath, but lose any stacks of Focused Anger he had acquired.

Claw of Iso'rath - These units will knock back nearby players and emit the Blood of the Old Gods.

Eye of Iso'rath - These units will cast a Shadowy Gaze at a random enemy, dealing 20000 Shadow damage.

Yor'sahj the Unsleeping
Since the fall of the Bastion of Twilight, Yor'sahj the Unsleeping has eagerly assisted Deathwing, providing the Destroyer with the means to release more faceless ones from their prisons deep beneath the earth. Their numbers are endless and their power is beyond reckoning, and Yor'sahj intends to reap a grim reward for his faithful service.

Void Bolt
Soulflayer Yor'sahj blasts his primary target with dark energy, dealing 75000 Shadow damage and reducing the amount of healing they take by 5%.

Call Blood of the Old Gods
Soulflayer Yor'sahj calls to the might of the Old Gods, summoning a globule of their blood. These globules will path slowly towards Yor'sahj, infusing him with their powers if they reach him.

Fusing Vapors - When attacked, the blood globules emit a vapor that fuses with all other nearby globules, healing them for 5% of their maximum life

Glowing Blood of the Old Gods - Yor'sahj becomes Infused with the Glowing Blood of the Old Gods, causing Void Bolt to hit all nearby targets, reducing the cooldowns by half, and increasing attack speed by 50%.

Cobalt Blood of the Old Gods - Grants the ability: Mana Void. Mana voids will leech the mana from all casters and healers, storing it in the void. Destroying the mana void will return the sum of the mana leeched evenly to all units within 18 yards.

Crimson Blood of the Old Gods - Grants the ability: Searing Blood. Yor'sahj sears the blood of random enemies, dealing 25000 base Fire damage. The further the target stands from Yor'sahj, the more shock they receive from the blast.

Black Blood of the Old Gods - Causes the mouth of Iso'rath to become a bubbling cesspool of corruption, spawning Forgotten Ones periodically.

Forgotten One - These creatures fixate on a random target.

Psychic Slice - Channels a wave of psychic force in a cone in front of the caster, dealing 120000 Shadow damage.

Acidic Blood of the Old Gods - Causes the mouth of Iso'rath to bubble with Digestive Juices. Digestive acid periodically leaks from the stomach lining, dealing 35000 Nature damage to an enemy and its surrounding allies within 4 yards.

Shadowed Blood of the Old Gods - Grants the ability: Deep Corruption. Healing or absorbtion effects taken while under this effect will trigger a detonation at 5 stacks, dealing 50000 Shadow damage to all nearby allies.

Hagara the Stormbinder
Hagara, one of the first students of arcane magic under the Forsaken, showed surprising potential for one who had started learning so late in life. But in her undisciplined attempts to bind elementals into servitude, she was ensnared and twisted by the Windlord, Al'Akir. Now fiercely loyal to the Twilight's Hammer, Hagara binds others for her elemental masters to torment.

You pups don't stand a chance!
Hagara wields the power of ice to paralyze and destroy her enemies.

Ice Lance - Hagara conjures crystals of ice that fire lances towards melee attackers. The lances deal 15000 Frost damage in a 3 yard area around the first enemy struck.

Ice Tomb - Hagara traps an enemy in a tomb of ice. The tomb remains until destroyed.

Crystal Conductor - Hagara conjures crystal rods which protect her from the lightning storm she conjures. Crystal rods connected to the storm deal Nature damage to allies unfortunate enough to be close.

Bound Lightning Elementals - Hagara calls two elementals to aid her during the electrical storm. Upon death, they cause a conductor to overload.

Ultraxion
More an abomination of dark energy than a dragon, Ultraxion has spent his short life absorbing the essence of captured nether dragons. Ultraxion is the only twilight dragon Deathwing has praised, and his arrogance is overshadowed only by the crackling energies surging through his twisted form. Loyal to his master, Ultraxion swears to bring about the fall of Wyrmrest Temple.

Finkle Einhorn [PH]
Finkle Einhorn, gnome explorer extraordinare, has been captured by Nefarian and cannot be freed from his cage until Chimaeron is slain. A player can talk to Finkle before the fight begins to convince him to activate his Bile-O-Tron, which helps keep the raid alive. Activating the Bile-O-Tron also wakes Chimaeron.

Bile-O-Tron [PH] - When Finkle activates the Bile-O-Tron, it moves about the room and sprays raid members with Finkle's Mixture as long as it is active. Chimaeron periodically knocks the Bile-O-Tron offline.

Stage One: Truly Something to Behold [PH]
Chimaeron attacks his current target with Break and Double Attack, while continually spraying Caustic Slime at the raid. He periodically casts Massacre on the raid, and his heads sometimes Feud following a Massacre.

Caustic Slime - Chimaeron lobs Caustic Slime at two random players. Each Caustic Slime inflicts 235200 Nature damage, divided evenly among all players within 6 yards of the target. Caustic Slime also reduces chance to hit by 75% for 2.5 sec. In 25 player raids Chimaeron lobs Caustic Slime at five random players.

Stage Two: A Horrific Creation [PH]
At 20% health Chimaeron goes into a rage. This renders him immune to Taunt effects and greatly decreases healing done by players.

Mortality - Chimaeron goes into a rage, rendering him immune to Taunt effects. In addition, he reduces healing effects done to players by 100%. In 10 player raids Chimaeron takes 10% increased damage while Mortality is active.

Warmaster Blackhorn
Though once vast in number, only a few dozen twilight dragons now remain. Astride these hardened survivors are the last vestiges of the Twilight's Hammer's army: the elite drake riders of Deathwing's personal escort. Led by the insidious Warmaster Blackhorn, they move with unholy purpose, driven to protect their dark master.

Finkle Einhorn [PH]
Finkle Einhorn, gnome explorer extraordinare, has been captured by Nefarian and cannot be freed from his cage until Chimaeron is slain. A player can talk to Finkle before the fight begins to convince him to activate his Bile-O-Tron, which helps keep the raid alive. Activating the Bile-O-Tron also wakes Chimaeron.

Bile-O-Tron [PH] - When Finkle activates the Bile-O-Tron, it moves about the room and sprays raid members with Finkle's Mixture as long as it is active. Chimaeron periodically knocks the Bile-O-Tron offline.

Stage One: Truly Something to Behold [PH]
Chimaeron attacks his current target with Break and Double Attack, while continually spraying Caustic Slime at the raid. He periodically casts Massacre on the raid, and his heads sometimes Feud following a Massacre.

Caustic Slime - Chimaeron lobs Caustic Slime at two random players. Each Caustic Slime inflicts 235200 Nature damage, divided evenly among all players within 6 yards of the target. Caustic Slime also reduces chance to hit by 75% for 2.5 sec. In 25 player raids Chimaeron lobs Caustic Slime at five random players.

Stage Two: A Horrific Creation [PH]
At 20% health Chimaeron goes into a rage. This renders him immune to Taunt effects and greatly decreases healing done by players.

Mortality - Chimaeron goes into a rage, rendering him immune to Taunt effects. In addition, he reduces healing effects done to players by 100%. In 10 player raids Chimaeron takes 10% increased damage while Mortality is active.

Spine of Deathwing
When Deathwing first channeled the Dragon Soul's power against the other flights, the massive energies that were unleashed threatened to break apart his very body. Rather than forgo this weapon, he had adamantium plates fused to his scales to hold his body together. Later reinforced with elementium, these plates are now his weakness--the sole vulnerability to Deathwing's lethal presence.

Barrel Roll
Throughout the encounter, Deathwing tries to throw players from his back when he senses that they are all standing on the same side of his spine. During a barrel roll, all players and other creatures not attached to his back are thrown off.

Elementium Reinforced Plates
The glancing strike from the Dragon Soul has destroyed one of the large armor plates on Deathwing's back and loosened another three. All of these plates must be removed if Thrall is to have a chance to get a clear shot.

Burning Tendons - Burning Tendons are exposed when one of Deathwing's armor plates is pried up. Destroying these fibrous strands is the key to removing an armor plate.

Seal Armor Breach - When an armor plate is pried up, the Burning Tendons rapidly pull the plate closed, protecting the tendons from further damage and preventing the plate from flying off.

Deathwing's Immune System
The creatures that comprise Deathwing's Immune System emerge from the holes in his back left by torn off armor plates. Deathwing defends himself with increasing intensity as more plates are torn off.

Grasping Tendrils - These tendrils sprout from holes in Deathwing's back that aren't currently occupied by Corruption tentacles. Players that wander too close will be grasped, reducing their movement speed by 50% and inflicting 15000 Fire damage every 0 sec. until they move away. This effect prevents players from being thrown off Deathwing's back.

Corruption - These tentacles are dramatic physical manifestations of the Old God Corruption that runs rampant through Deathwing's body. They are the first to emerge from the holes in his back left by armor plates, and they seal the wound completely, preventing any other creatures from emerging from it.

Searing Plasma - Coats the victim in the searing blood of Deathwing. The thick blood will absorb up to 300000 healing done to the target and will cause the victim to cough up blood, periodically inflicting 10000 Physical damage.

Fiery Grip - Grips victims with a whip-like cord of plasma, stunning them for up to 30 sec and inflicting 50000 Fire damage every 5 sec. The corruption must channel to maintain this effect, and it may be broken by inflicting significant damage to the tentacle. This effect prevents players from being thrown off Deathwing's back.

Hideous Amalgamation - These unstable creatures are a patchwork of Elementium Armor fragments and pieces of the former Dragon's body held together by his molten blood.

Absorb Blood - Absorbs nearby Corrupted Blood residue. The Amalgamation grows more unstable with each Residue absorbed, increasing its damage by 10% and attack speed by 10%. At 10 stacks it will become superheated.

Superheated Nucleus - The core of the Amalgamation becomes critically unstable, causing it to inflict 15000 Fire damage to all enemies every 3 sec. If it is destroyed in this state it will trigger a Nuclear Blast.

Nuclear Blast - The superheated nucleus of the Amalgamation triggers a massive explosion, inflicting 500000 Fire damage to targets within 10 yds. This blast is powerful enough to pry up one of Deathwing's Elementium plates if it is within range.

Degradation - Destroyed Amalgamations degrade the maximum health of all enemy targets by 6%. This effect occurs regardless of the state of the nucleus and stacks up to 15 times.

Blood Corruption: Death - Deathwing's corruption courses through your veins. This corruption will take hold if it is not removed quickly, infecting the player with the Blood of Deathwing. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Earth.

Blood of Deathwing - The blood of Deathwing explodes violently from your veins, inflicting 875000 Fire damage to you and several other players.

Blood Corruption: Earth - A shadow of Neltharion courses through your veins. This corruption will take hold if it is not removed quickly, infecting the player with the Blood of Neltharion. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Death.

Blood of Neltharion - The barest hint of a shadow of the former Earth-Warder suffuses your blood. Damage taken from all sources is reduced by 10%. This effect can stack up to 3 times.

Corrupted Blood - These living globs of Deathwing's blood appear fragile, but leave behind an indestructible residue when killed.

Residue - This indestructible residue is left behind when a Corrupted Blood is destroyed. It slowly creeps toward the nearest hole in Deathwing's Back where it will be reconstituted into a new Corrupted Blood.

Madness of Deathwing
A warped mass of molten hatred and unfathomable power, this formless, mindless horror cannot be stopped. Whatever was left of Neltharion the Earth-Warder is long gone, his mind and soul corrupted and devoured by his Old God masters. All this monstrous being desires is destruction, annihilation, and the end of all things.

Stage One: The Final Assault
Deathwing assaults his enemies as long as he is attached to the platforms by his twisted limbs.

Assault Aspect - Deathwing begins to search for his next enemy to assault. Deathwing will assault the platform with the largest number of players present on it that one of his limbs is still grasping onto.

Cataclysm - Deathwing attempts to finish the job he started by bringing forth a second Cataclysm, inflicting 1500001 Fire damage to all enemies.

Aspects
The great aspects assist in the fight against Deathwing. Each aspect will channel Expose Weakness on their respective Limb Tentacle when Deathwing begins to cast Cataclysm, increasing the damage done to the Tentacle by 200%. Additionally each aspect will begin to channel Concentration after it's respective tentacle is destroyed, preventing them from assisting the players with their presence and their special powers. When Phase two begins all of the aspects will resume assisting the champions.

Time Zone - Nozdormu forms a Time Zone at the target location, causing the Elementium Meteor to lapse in time, decreasing its travel speed dramatically when entering the Time Zone. Additionally any enemy creatures within the Time Zone have their attack speed decreased by 50%.

Ysera

Ysera's Presence - The Presence of the great aspect Ysera increases healing done by 30%.

Dreaming - The Presence of the great aspect Ysera allows players to enter the Dream, decreasing damage taken by 50%.

Kalecgos

Kalecgos' Presence - The Presence of the great aspect Kalecgos increases damage dealt by 30%.

Spell-Weaving - The Presence of the great aspect Kalecgos causes attacks and abilities to cause Spellweaving. Spellweaving inflicts 100000 Arcane damage to enemies within 8 yards, excluding the target.

Thrall

Carrying Winds - The Carrying Winds will take players to the adjacent platform. The Carrying Winds increase your move speed by 60%. Stacks.

tentacles coming out of deathwing awesome...sorta disturbing that the old gods implanted shit into his body and its trying to break out and his plates are not only what keeps him together, but also what keeps the old gods minions inside him...what th efuckkkkk

GUYS! Why would you click on "Dragon Soul STRATEGY", see a large post with boss strategies....read it...and then complain that it should of had spoiler tags. I knew exactly what I was getting myself into the moment I saw the thread on the most recent posts list.

Originally Posted by RevanSparda

Deathwing's Immune System? i mean... REALLY?

Yeah they told us that like a week or two ago. Bunch of lava/fire elementals. Most likely the ones wearing armor on the front page.